Fuse Games engineers animation pipeline for Star Wars: Galactic Racer despite small team

Published 5 Nov 2026 · Games Atlas Editorial · Production Practice · Companies: Fuse Games Limited, Speech Graphics, Xsens

Games Atlas summary: Fuse Games Animation Director Andy Miller detailed the Maya-to-Unreal pipeline built for Star Wars: Galactic Racer. Vehicle physics and player input drive a shared Animation Blueprint applied across the full character and vehicle roster. Xsens mocap suits, MetaHuman rigs and Speech Graphics software cut turnaround for a roster of human and alien racers. "The biggest challenges in our animation space were an ambitious scope and a small team." - Andy Miller, Animation Director

How to cite this page

Games Atlas — Games Industry Intelligence (2026). Fuse Games engineers animation pipeline for Star Wars: Galactic Racer despite small team. Published 5 Nov 2026. https://gamesatlas.app/article/fuse-games-engineers-animation-pipeline-for-star-wars-galactic-racer-despite

A shared Animation Blueprint standardizes player feedback across a diverse cast

Physics engineers take over vehicle crash dynamics from early animated prototypes

Capture-to-engine tools compress turnaround on a cast of alien racers

Ambitious scope meets a small team, Miller's stated top challenge

What this means

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